<div><div align="center"><font size="6"><b>Multiply A Weapon's Stats by 10: The Plugin</b></font><br /></div> <br />It's in the name! All (ok, almost all) weapon stats multiplied by 10. Everything about that (un)balanced goodness that you can run on your own TF2 server. <br /><br /><br /><font size="3"><b><u>Requirements</u></b></font><br /><br /><ul><li> <b>SourceMod 1.6+</b></li>
<li> <a href="https://forums.allie....php?p=1050170"target="_blank"><b>TF2Items</b></a></li>
<li> <a href="https://forums.allie...d.php?t=210221"target="_blank"><b>TF2Attributes</b></a></li>
<li> <a href="https://forums.allie...d.php?t=170630"target="_blank"><b>SteamTools</b></a></li>
<li> <a href="https://forums.allie...d.php?t=169095"target="_blank"><b>Updater</b></a></li>
</ul> <br />For the updater bit: there will be times where Valve may change weapon attributes or add new ones. This is to ensure the server gets fast, timely updates to weapon attributes and any possible SourceMod plugin additions we have to complement the update. Highly recommended, but you can compile without the updater requirement if you so wish.<br /><br /><br /><font size="3"><b><u>Cvars</u></b></font><br /><b>tf2x10_version</b><br />DO NOT TOUCH THIS EVER<br /><br /><b>tf2x10_autoupdate</b> (default: 1)<br />Tells updater.smx to automatically update this plugin. 0 = off, 1 = on.<br /><br /><b>tf2x10_crits_diamondback</b> (default: 10)<br />Number of crits after successful sap with Diamondback equipped.<br /><br /><b>tf2x10_crits_fj</b> (default: 10)<br />Number of crits after Frontier kill or for buildings. Half this for assists.<br /><br /><b>tf2x10_crits_manmelter</b> (default: 10)<br />Number of crits after Manmelter extinguishes player.<br /><br /><b>tf2x10_enabled</b> (default: 1)<br />Toggle TF2x10. 0 = disable, 1 = enable<br /><br /><b>tf2x10_gamedesc</b> (default: 1)<br />Toggle setting game description. 0 = disable, 1 = enable.<br /><br /><b>tf2x10_headscaling</b> (default: 1)<br />Enable any decapitation weapon (eyelander etc) to grow their head as they gain heads. 0 = off, 1 = on.<br /><br /><b>tf2x10_headscalingcap</b> (float, default: 6.0)<br />The number of heads before head scaling stops growing their head. 6.0 = 24 heads.<br /><br /><b>tf2x10_healthcap</b> (default: 2100)<br />The max health a player can have. -1 to disable.<br /><br /><b>tf2x10_includebots</b> (default: 0)<br />1 allows bots (MvM or not) to receive TF2x10 weapons, 0 disables this.<br /><br /><br /> <font size="3"><b><u>Admin Commands</u></b></font><br /><ul><li><b>sm_tf2x10_disable</b><br />Disable TF2x10.</li>
<li><b>sm_tf2x10_enable</b><br />Enable TF2x10.</li>
<li><b>sm_tf2x10_getmod</b><br />Gets the current &quot;mod&quot; that is loaded over the default x10 weapons. See below.</li>
<li><b>sm_tf2x10_recache</b><br />Clears the x10 weapon trie cache and loads <tt>x10.default.txt</tt>. Useful if you're testing out attributes on-the-fly.</li>
<li><b>sm_tf2x10_setmod</b> <i>filename</i><br />Sets the current &quot;mod&quot;. e.g. if the file is named <tt>x10.myweaponstuffs.txt</tt> then you will do <i>sm_tf2x10_setmod myweaponstuffs</i></li>
</ul><br /><br /><font size="3"><b><u>Mods</u></b></font><br /><br />All TF2x10 weapon stats are placed in <tt>x10.default.txt</tt> in the configs folder. The TF2x10 weapon plugin also includes rudimentary tf2items-esque coded weapon mods that will allow you to load different weapon attributes than what will be loaded from the main default file. An example of this is <tt>x10.vshff2.txt</tt>, which is manually loaded on map change by a VSH/FF2 x10 server I run. Things in this file will cancel out things in the default.<br /><br />Note that in your x10.<i>(whatever file name here)</i>.txt file, the first line should be what you named your file.<br /><br />See <tt>x10.vshff2.txt</tt> and how things are done if you want a good example. Please, <b>NEVER</b> touch x10.default.txt as that will be updated as Valve sends out weapon attribute changes, and it's so much easier to load a &quot;mod&quot; so you don't have to go through the hassle of modifying things.<br /><br /><br /><font size="3"><b><u>Changelog</u></b></font><br /><br /><div style="margin: 5px;">
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<div class="spoiler" style="display: none;"><br /><b>1.4.4</b><br />* Added missing negative knockback on Scorch Shot<br />* Nerfed Quickiebomb<br /><br /><b>1.4.3</b><br />* Gunmettlex10<br />* Actually fixed crashes<br /><br /><b>1.4.2</b><br />* Kinda fixed crashes<br /><br /><b>1.4.1</b><br />* Debug removal<br />* Fixed ammo regen on Panic Attack<br /><br /><b>1.4.0</b><br />* April Fool's update<br />* Changed Panic Attack to have an ammo size of 48<br /><br /><b>1.3.9</b><br />* Fixed Nostro Napalmer not being x10'd<br />* Fixed Panic Attack not working for Engineer<br />* Removed deprecations in tf2x10_randomizer.smx (or whatever it's called)<br />* Made FF2 and VSH optional for compilation<br /><br /><b>1.3.1-1.3.8</b><br />* I have no idea!<br /><br /><b>1.3.1</b><br />* Public Release<br /><br /><b>0.1-1.3</b><br />* Private plugin, too many changes to list</div>
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</div><br /><br /><font size="3"><b><u>Known Compatibility With Other Game Mods</u></b></font><br /><br />TF2x10's goal is for 100% compatibility with game mods. There may be one or two other game mods that will not ever work with x10, and that is fine. But things like Randomizer, Saxton Hale, Prop Hunt, etc. is what we're trying to be compatible with. Here's the full list:<br /><br /><ul><li> <b>Advanced Weaponiser</b> -- due to the way it gives weapons, will not load tf2x10 if present.</li>
<li> <b>Freak Fortress 2</b> &amp; <b>VS Saxton Hale</b> -- should work mostly but some things (e.g. powerjack) and kunai may need to be adjusted. More info coming soon.</li>
<li> <b>Randomizer</b> -- currently has something going with it that it crashes(?) it may be my server. In my bitbucket, there's a very unstable randomizer in it that you can try out, but I'd much rather get it to where the x10 plugin can take over stuff without needing to modify the actual plugin.</li>
</ul> <br />Anymore that you want to post in this thread, feel free.<br /><br /><br /><font size="3"><b><u>Credits and Thanks</u></b></font><br /><br /><b>Coders</b><br />InvisGhost - original x10 plugin to complement the tf2items txt<br />Isatis - overhaul, implementing TF2Attributes and pretty much 90% of what you see in the source<br />Wliu - New maintainer after isatis left<br />Dark Skript - bugfixing, additional support<br />RavenShadow - additional support<br /><br /><b>Weapon Attributists</b><br />UltiMario - creating the mod and weapon attributes<br />Mr. Blue - PR and weapon attributes<br /><br /><b>Thanks</b><br />FlaminSarge - for putting up with me and for some code examples I took (e.g. loading into trie) :p<br /><br /><br /><font size="3"><b><u>Downloads</u></b></font><br /><br /><a href="https://github.com/5...F2x10/releases"target="_blank"><b>Releases</b></a><br /><a href="https://github.com/50DKP/TF2x10" target="_blank"><b>Source</b></a><br /><br />or, if you prefer Bitbucket (and a stable source code revision)...<br /><a href="https://bitbucket.org/umario/tf2x10/downloads" target="_blank"><b>Downloads (HAVEN'T BEEN UPDATED IN FOREVER, NOT RECOMMENDED)</b></a><br /><a href="https://bitbucket.org/umario/tf2x10/src" target="_blank"><b>Source</b></a><br /><br />Place all three folders in your &quot;addons/sourcemod/&quot; folder. Launch, and go!<br /><br />If you are having any issues with the plugin itself, please post in this thread instead of contacting anyone on the x10 team individually so we can better help you. Thanks!</div>